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Espionage needs a major overhaul in MOO. What to do? I don't have a clue. Combat I can give advice on how to fix with the devs vision, but not with espionage. Turn limits when something gets done is just not fun.
It should be about the chance per turn of achieving a goal.
The better your spy tech, the greater your chance per turn of having success.
Darlock's should have a much greater success rate based on higher probability per turn.
The current spying system is way too linear, and quiet frankly very boring.
MOO2 did a good job with spying. At least it was more fun. Sort of like rolling the dice each turn.
Yep, spying needs more work!
So in my mind until spying becomes a strategy to win the game I'm not really interested in it.
The same went with counter-espionage. In Moo2, espionage was treated at an empire wide scale, spies were just sent to an ennemy empire not planets, we also had a reserve of spies meant for counter-espionage, and all of the same missions as Moo/CTS were accessible.
Spying was way more effiscient that way, since it was almost instant ( the moment you met a new race you could start spying ). I think the bonuses actually meant something in Moo2.
Sadly in Moo/CTS spying takes to much time and when you send spies they can hardly do any damage since the ennemies seem to already be extremely well suited with Counter-Espionage at the beginning of the game.
All of this makes spying litteraly useless.
I hoped that they would change this with EA6 but they seem to have done nothing.
Devs must like CivSpying I personnaly think CivSpying Suc.ks and i never used it because of the boredom linked to civ spying.
They must have a civ developper with them that doesn't ( hey it doesn't matter if the code is more complicated then it was what counts is the result in gameplay, it is way more important ) want to change things.
MASTER OF ORION IS NOT CIVILIZATION IN SPACE NOR IS IT ALPHA CENTAURY i'm sorry to say. Civ is a good game but pls keep civ out of Moo/CTS i mean the reseach branches are civ enough and succesful but espionage needs total reprogramming at this point. I hope spying will change or will be recalibrated to be something usefull not because of the missions it offers but because of the staggering time it takes to actualy complete missions and how so very difficult it is to actually accomplish.
Moo is a good game but seems absolutly incomplete. Thank you for atleast creating a modern version of Moo. I am done i will play and post nothing until race balance and espionage function as expected. This is Master Of Orion Alright so make it so.
Then if you find a planet doing things unexpectedly or might think it might get attack by another spy, manaully put a spy to that planet for a big increase of the planet only.
then we can send spies like MOO1?MOO2 against other empires in a macro level and for those who want to micro it like now can do so. This way we keep NGD Studios vision that if we want to specifially tell the spy what to do, we can and for those that don't like the micro can just leave the spies in the pool for macro. Just click on the spy/spies on a macro level to an empire, but you can't tell it what to do. So it randomly finds information or does a sabatoage/steal/whatever randomly then.
Best of both worlds. Keep the vision, but give the peole what they want as well.
Also spies shouldn't be like research. It will take 10 turns for this 10 turns for that. What it should be like is MOO1 how ever they did it, or how I guess it worked like MOO 1 research. So much spy points get put into the spy action and once you hit a number threshold like in MOO research you have a percentage per turn to be successful. After so many tunrs not being successfull it's a failure.
Also the more spies you send, the easier it is, BUT the more likely chance of being caught.
Also let spies gain experiance points so we can customize them to our liking. One spy better at getting information, another stealing another sabotaging or if you are really lucky Maky a James Bond Spy that is good at everything. That would really be rewarding now. :)
(i) useful information is too scattered. Some of it is on the star map, some in the victory conditions screen, & some in the diplomacy section. It would be helpful to have all this concentrated in a screen resembling the empire screen, which you could then use to allocate your agents.
(ii) a) Even when successful, espionage just isn't that useful. I never played much Civ V, but in Civ:Be, whose espionage model this also seems to closely resemble, people were able to structure their strategy around stealing science/energy. That just doesn't seem possible with Moo:Cts.
b) espionage just isn't successful enough. I'm playing the Darloks, the best spy race in the business, skew my research towards espionage techs, & by turn 200 all my missions routinely end in failure.
Recommendations:-
1. Redo the interface to make it more user-friendly
2. As Davor suggests, provide a risk/reward consequence for using multiple agents on a mission.
3. Have counter-espionage agents have to commit to missions as well in order to earn a defensive bonus in that area as well.
4. Make it possible for espionage races to be successful enough to be able to build a straegy ariound stealing research/energy so that they actually feel different to conventional races.
5. Enable agents to target specific diplomatic relationships as well as the general rating.
6. Provide diplomatic options to do this too (as the British, admittedly unsuccessfully, tried with Stalin in 1941).
Wow great point there. I didn't even know I should go to victory conditions to see some of the info. No wonder I thought when I get a successfull mission I find it useless because I didn't know where to look to find this information.
I thought it was all on the main map.
There should also be a defector risk as well. You could gain tech if you send your spies into another empire, or they could get tech out of your spies via waterboarding or bribes.
I think the spy system would work better with fleet admirals and planet governors. Give them missions as well, but these missions woudl be colony growth.
Spies should also have a "bounty hunter" mission, where they can destroy pirate bases, and other spies, both inside your empire and outside.
Right now spying is as useless as ever. That being said, I play longish games with wide empires on big maps, so all my spies are set to destabilize relations on every race I can reach. As for anything else, I don't get enough information nor does anything suceed enough to be of use.
Spying functions, but it's lackluster and essentially useless in it's current state. Just because I use it doesn't mean it works well.
Thanks!
I'd just find it useful to have the info about empire population size, military might, diplomatic relations, who has tech I don't have.... etc. to hand, rather than having to scrape round through various screens to find it all out (only to promptly forget half of it & have to go back & relocate it).
It'd also probably be good if instead of having a spy reinforcement every X turns, you had to consciously decide to build it. That'd mean you actually had a purpose in mind when you built it, rather than suddenly trying to find a use for this thing that has just landed on your doorstep.
I liked not knowing where your spies were! It made them more spyey in my opinion lol!
Need more randomness to the outcomes perhaps.
Maybe when on a mission, they may have the chance to do something other than the current mission due to chance... get them to ask us whether to do the mission they are on or use the opportunity when they have it.